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Thread: TW Map Reader v2.24 [1-Jul-2015: update]

  1. #21

    Default Re: TW Map Reader

    thx for he info

  2. #22

    Default Re: TW Map Reader

    too bad, this looked promising, for some reason the program is unable to recognise the color code i used in my map, despite the fact that these color codes appear correctly in game and I receive no errors.

  3. #23

  4. #24
    Withwnar's Avatar Script To The Waist
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    Default Re: TW Map Reader

    Third Age does work, yes. It is the only one I tried myself beyond the originals from RTW and Kingdoms.

  5. #25
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    Default Re: TW Map Reader v1.5

    Aha! Found the problem: it was incorrectly handling 32bit TGAs which GIMP seems to export. When I tried saving a working map from Photoshop as 32bit then I got the same problem.

    The new version (1.5) should do the trick. I gave it a test run on your maps dutchsoldier. Confirmations of other mod maps working would be appreciated.

  6. #26

    Default Re: TW Map Reader v1.5

    thank you so much

  7. #27
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    Default Re: TW Map Reader v1.5

    No worries. I'm glad that you found and reported the problem so I could fix it.

  8. #28
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: TW Map Reader v1.5

    Sorry to disappoint.

    Rage of dark Gods: map_regions has only the pixel stripe, others display correctly. No errors tab, only this on screen message:


    1648: All maps have either no display or the pixel stripe. Onscreen message (entries from error tab in 16483.zip file - too big)


    I have attached the map_regions file from 1648 as well - there is no settlement pixel at the given graphic co-ordinates.

    The Sundering: same as 1648. Text from error tab attached as Sundering.zip file. Onscreen message:


    The map_regions for The Sundering is attached.

    .
    Last edited by Gigantus; August 09, 2012 at 04:02 AM.










  9. #29
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    Default Re: TW Map Reader v1.5

    What do you mean "pixel stripe"? As dutchsoldier was getting at the beginning? I think that was due to RLE compression being used.

    I can't open the map on its own (in the reader). Could you give me all five files?

  10. #30
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    Default Re: TW Map Reader v1.5

    Yup, just like the compressed pic problem. Attached the three mod's files (no directory tree)










  11. #31
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    Default Re: TW Map Reader v1.5

    Quote Originally Posted by Gigantus View Post
    Yup, just like the compressed pic problem. Attached the three mod's files (no directory tree)
    Thanks. I'll take a look but I suspect that the problem is simply that compression has been used with these maps. The tool can't read compressed formats (I now know).

  12. #32
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    Default Re: TW Map Reader v1.5.1

    ... yep, compression was the culprit: some of those map images are compressed. When I saved them again without compression then they all worked in the reader. Except that Sundering's light red sea is an unrecognised colour so still a lot of error messages in that one.

    The new version - 1.5.1 - now looks for compression and throws an error message if it detects it.

  13. #33
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    Default Re: TW Map Reader v1.5.1

    It's probably also the reason (the compression reading problem) why Geomod generates uncompressed TGAs. Seeing that GIMP compresses by default maybe add a note at the beginning of this thread how to avoid that?










  14. #34

    Default Re: TW Map Reader v1.5.1

    I also use GIMP the program successfully told me that the features map was compressed... so what now? what do i need to do?

  15. #35
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: TW Map Reader v1.5.1

    Open the file and save it in GIMP using 'Save As' and then uncheck the RLE option:











  16. #36

    Default Re: TW Map Reader v1.5.1

    I tried it with BC and the TWMapReader worked correctly.
    But what I want to ask you, if it is possible to integrate the RGB-color of the pile in the map_regions.tga in your export like > 12,146,hills,R255,G125,B0 < or something like this.
    So we can know from every pile to which region it belong, this could be very useful to set resources, spawn armies etc.

  17. #37
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    Default Re: TW Map Reader v1.5.1

    I have never made a map myself but would not the region name be more helpful than RGB numbers? I could do both I suppose.

  18. #38

    Default Re: TW Map Reader v1.5.1

    The region name would be fine too. What's easier for you.
    For me it is the same. I'm writing on a vb-app for MSexcel, which can read all your data (not mapping) files. It will build a workbook and a database, which will allow you easy and clearly to edit your files.
    The coordinates of the settlement are very important datas and are needed for the database. It will make a easy doing to set your town-armies in the descr_strat and f.e. in a garrison-script.

    If I would have a .txt-list with the colors of every pile, I can build an array with all information. The array can be visualised in an excel-sheet (1 pile = 1 cell, you will see the map almost in the correct dimenson).
    With a click on the cell(pile) you will get any information you want, respectively we have. So it will be fine, if we will have the RGB of the ground_types, map_features, map_regions.
    (f.e.: 25,125,(not)walkable|:ground|R|G|B|:region|R|G|B|:feature|R|G|B<chr(10)> )
    The reading of the data-files will give all color-datas and so it's easy to know the classification of every color.
    The use of range will be:
    the exact setting of ressources - for me its one of the most important things. it manage your income and therefore the balance of the game. you can make towns rich or poor.......
    descr_strat - ressources, armies
    scripting - exact and easy placement of spawned armies. events when character is on pile .....
    This and more you can do after with a click on a cell(pile).

  19. #39
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    Default Re: TW Map Reader v1.6

    v1.6 released: tile export now has "extended info" option.

    Give that a shot whoGo.

  20. #40

    Default Re: TW Map Reader v1.6

    YEAH
    that's great and quickly work, exact what I needed.
    So if you want we can make the TWMapReader to a fix componente of the MTW-WorldBuilder (WoB, this will be the name of my VB-app).
    First step will be to create your map, then make the mapping-files with TWMapReader to datas and after you have a much more easier modding. The only thing is, it will take some time to finsh WoB.

    I see, you understand to work and script grafic-programms (that's not my area). So I have another question. Is there any way to export the UI-.tga-pics to .jpg, but not by hand, they are more than tousand .
    If we have the Unit- and BuildingCards as .jpg I can integrate them to Excel (can not read .tga). So you can see f.e. to every unit when editing its UI-card.

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